<!DOCTYPE html>
<html lang="ZH-CN">

<head>
  <meta charset="UTF-8">
  <title>第一个three.js文件_WebGL三维场景</title>
  <style>
    body {
      margin: 0;
      overflow: hidden;
      /* 隐藏body窗口区域滚动条 */
    }
  </style>
  <!--引入three.js三维引擎-->
  <!-- <script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js"></script> -->
  <script src="./three.js"></script>
  <script src="./OrbitControls.js"></script>
  <!-- <script src="http://www.yanhuangxueyuan.com/threejs/build/three.js"></script> -->
</head>

<body>
  <script>
    /**
     * 创建场景对象Scene
     */
    var scene = new THREE.Scene();
    /**
     * 创建网格模型
     */
    // var geometry = new THREE.SphereGeometry(60, 40, 40); //创建一个球体几何对象
    var geometry = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry
    // geometry.scale(.2,.2,.2)
    // geometry.translate(50,0,0)
    geometry.rotateX(Math.PI / 4)


    // 圆柱  参数：圆柱面顶部、底部直径50,50   高度100  圆周分段数
    // var geometry = new THREE.CylinderGeometry(50, 50, 100, 25);
    // 正八面体
    // var geometry = new THREE.OctahedronGeometry(50);
    // 正十二面体
    // var geometry = new THREE.DodecahedronGeometry(50);
    // 正二十面体
    // var geometry = new THREE.IcosahedronGeometry(50);
    var material = new THREE.MeshLambertMaterial({
      color: 0x0000ff
    }); //材质对象Material
    var material = new THREE.PointsMaterial({
      color: 0x0000ff, //颜色
      size: 3, //点渲染尺寸
    });
    var material = new THREE.LineBasicMaterial({
      color: 0x0000ff
    });
    // 虚线材质对象：产生虚线效果
    var material = new THREE.LineDashedMaterial({
      color: 0x0000ff,
      dashSize: 10, //显示线段的大小。默认为3。
      gapSize: 15, //间隙的大小。默认为1
    });
    var mesh = new THREE.Mesh(geometry, material); //网格模型对象Mesh
    var mesh = new THREE.Points(geometry, material); //网格模型对象Mesh
    var mesh = new THREE.Points(geometry, material); //网格模型对象Mesh
    var mesh = new THREE.Line(geometry, material); //线模型对象
    var mesh = new THREE.Line(geometry, material); //线模型对象
    mesh.computeLineDistances();
    scene.add(mesh); //网格模型添加到场景中


    // 测试加多个场景
    // 立方体网格模型 ==》上面已加
    // var geometry1 = new THREE.BoxGeometry(100, 100, 100);
    // var material1 = new THREE.MeshLambertMaterial({
    //   color: 0x0000ff
    // }); //材质对象Material
    // var mesh1 = new THREE.Mesh(geometry1, material1); //网格模型对象Mesh
    // scene.add(mesh1); //网格模型添加到场景中

    // 球体网格模型
    var geometry2 = new THREE.SphereGeometry(60, 40, 40);
    var material2 = new THREE.MeshLambertMaterial({
      color: 0xff00ff,
      // opacity:0.7,
      // transparent:true,
      specular: 0x4488ee,
      shininess: 12
    });
    // 材质高光 镜反射
    var material2 = new THREE.MeshPhongMaterial({
      color: 0x0000ff,
      specular: 0x4488ee,
      shininess: 12
    }); //材质对象
    var mesh2 = new THREE.Mesh(geometry2, material2); //网格模型对象Mesh
    mesh2.translateY(120); //球体网格模型沿Y轴正方向平移120
    scene.add(mesh2);

    // 圆柱网格模型
    var geometry3 = new THREE.CylinderGeometry(50, 50, 100, 25);
    var material3 = new THREE.MeshLambertMaterial({
      color: 0xffff00
    });
    material3.opacity = 0.7
    material3.transparent = 0.7
    material3.wireframe = true
    geometry3.translate(50, 50, 50)
    geometry3.center()

    var mesh3 = new THREE.Mesh(geometry3, material3); //网格模型对象Mesh
    // mesh3.translateX(120); //球体网格模型沿Y轴正方向平移120
    mesh3.position.set(120, 0, 0); //设置mesh3模型对象的xyz坐标为120,0,0
    scene.add(mesh3); //


    // 添加一个坐标系几何对象方便开发
    // 辅助坐标系  参数250表示坐标系大小，可以根据场景大小去设置
    var axisHelper = new THREE.AxesHelper(250);
    scene.add(axisHelper);

    // geometry.scale(0.5, 1.5, 2);
    // mesh.scale.set(0.5, 1.5, 2)


    /**
     * 光源设置
     */
    //点光源
    var point = new THREE.PointLight(0xffffff);
    point.position.set(400, 200, 300); //点光源位置
    scene.add(point); //点光源添加到场景中
    //环境光
    var ambient = new THREE.AmbientLight(0x444444);
    scene.add(ambient);
    // console.log(scene)
    // console.log(scene.children)
    /**
     * 相机设置
     */
    var width = window.innerWidth; //窗口宽度
    var height = window.innerHeight; //窗口高度
    var k = width / height; //窗口宽高比
    var s = 200; //三维场景显示范围控制系数，系数越大，显示的范围越大
    //创建相机对象
    var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
    camera.position.set(200, 300, 200); //设置相机位置
    camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
    /**
     * 创建渲染器对象
     */
    var renderer = new THREE.WebGLRenderer();
    renderer.setSize(width, height); //设置渲染区域尺寸
    renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
    document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
    //执行渲染操作   指定场景、相机作为参数
    // renderer.render(scene, camera); // 调用一次就会生成一帧图像
    // 1.2实现旋转 :生成帧渲染-改变模型位置即实现旋转动画
    function render() {
      renderer.render(scene, camera)
      // 将模型旋转
      // mesh.rotateZ(0.01)
      // mesh2.rotateZ(0.01)
      // mesh3.rotateZ(0.01)
      requestAnimationFrame(render) // 请求再次执行的函数 render 执行次数默认1s 60fps
    }
    // setInterval(() => {
    render()
    // }, 10);
    // 鼠标控制
    var controls = new THREE.OrbitControls(camera, renderer.domElement); //创建控件对象
    // controls.addEventListener('change', render);//监听鼠标、键盘事件
    // 注：使用requestAnimationFrame 就会一直调用渲染函数（参数为场景、相机）；如果此时再监听控件change事件，便会出冲突
  </script>
</body>

</html>